It should. It should factor into the difficuly level, which does affect scoring. Fast research should also, since it allows you to score more points in meta game. (you get powerfull weapons faster) Probably what needs to happen is some sort of calibration or normalization of scores depending on settings. For me I'm finding I can finish a game quicker with the newest beta...because they fixed minaturization which allows my ships to be super super fast. Hence higher scores wi
gallagher118
If you build large ships, I find it's much better to use a lot of defense. With smaller ships, the cost generally isn't worth it. On larger ships a 30+ defense early on can make your ships invincible. I usually max out my defense tech quickly after getting a half decent weapon tech. (evil weapons rule here) My reason for this strategy, is that it's just easier to manage the fewer stronger battleships than hordes of smaller ones. Generally they just get stronger and stronge
Could be interesting, but I think these would need to be high end improvements. Or at least that's the way I'm thinking. They could allow starbases late in the game to stay interesting, but not overwhelmingly powerfull. For me the only reason to bother with mil starbases is if you're losing. That generealy happens in the mid game or late early game, which is when a starbase is most effective. After you beat your enemy back they're pretty worthless. I personally love the i
seems to be a dead horse. I agree with this : There should be stealth technology, but it shouldn't be magical invisibility. Stealth on a ship should reduce the effective sensor range it can be seen at. ship A has a sensor range of 10 enemy ship B has stealth 2 Ship A cannot see ship B unless it is 8 spaces away. It's straightforward, simple
Make trade worthwhile keep improving the AI make evil drawbacks more fierce have more effects of the weapons you pick. (ie make lasers improve soldiering, missles improve engines .... etc) don't have interest in senarios. That's the kind of thing the user community should be able to develop IMHO.
Completely agree Madjinn. I think it would be hard for anyone to deal with a 2 dimensional opponent. (rocks and beams) That's why I can't understand why the AI doesn't give it a try. The AI would be able to rip me up, because I almost always max out a def tech against them, build ships with 30+ defense and just enough of a given weapon. (doesn't generally matter since the AI doesn't use much defense) If for once the AI would switch weapons, quickly, it would be able to rend
Why is defense gimped ? Seriously show some evidence. It comes down to what your opponents are using. In general the AI doesn't use much defense. So for me that means I don't need much offense to beat them. Most of the space on my ships goes to defense and engines. Using this style, I rarely lose a ship in combat. (large hull and up) It gets disgusting having 1 ship crush whole fleets and watching it just get stronger. The problems I see are : 1) The ai(s
Unless you're on smaller maps, I wouldn't spend too much time on trade. Also if you're building eco starbases, range may not be as important. (longer the route, the less often it's in the bonus area of any one of your starbases.) Remember building the freighters takes time, money, and you lose building a warship. Remember building eco-bases takes lots of constructors and money as well. It's a lot of resources to dump for the gain you get. On the smaller maps it can sort of work out
I have nothing against the mexicans. I just wish our government would be honest why they're leaving the door open. That way we could allow a lot more legal immegrants and then actually police the border for smugglers, criminals, and supposed terrorists...
Is the game harder or not with it on ? I play with on personally, and I don't think the AI does enough redesign. (but probably more of a problem with what they're researching) WhatI'm saying is if it is 52 turns, that's way way way tooo slow and that it should affect your difficultly level.
The game I just finished, I sent hordes of extra transports to fill up one of my pq30 planets. I finished the game with around 70B making around 5800 BC. (eco capital and mind control center with 78% taxes)
(Apparently allow the AI to walk rather than crawl.) Is there any plan to rework this ?? (default to say 20 turns, and option up to 5) Every 52 turns is retardedly slow. (what is that once an hour !!) What about when I attack them ? (I would think they'd consider how to fight me right then) How much processing could it take ? Also shouldn't this affect your difficulty level ? (so put it on that page, and feed it into difficulty level) <br/
Birth RATES are dropping in most of western world. Why do you think the door is wide open for mexicans to come in ? We need them to keep our economic pyramid scheme going. The basic reasons are culturally influenced, equal rights for women, birth control, pursuit of wealth, and everyone wanting a "sophisticated" life style. Having more than 2 kids is just not in vogue anymore.
Just something else that wasn't developed/implemented right. I used to get annoyed by this, but anymore it's just oh well. What kills me is they spend time getting the lights on a planet at night to look pretty, but don't address something basic like this. (or auto-survey) Generally I find it's easier to build survey scouts early and set them to auto-survey. That will get a decent coverage of your local area. (2 or 3 ships early on) Then later I build faster long
Trying out building a few 25+ Billion planets right now. (they're PQ30 planets) I'm not sure if i'll get to 45B by the end of the game, but i'm curious how they work out. (kind of a game within a game) (one has a good farm bonus, and the other has 3 advanced farms.) The sad part is I think it works out for money better to stick with just one farm, and go with all stock markets. To me, that's something that needs to be rebalanced. Even still I like to get big planets to at 2
A normal reproduction rate wouldn't necessarilly slow the game down. It would make it much easier to over build, but as long as they rebalanced things it should be able to work out. (after all it would affect all the civs.)
Has auto attack ever worked ? I wouldn't know cause i gave up on it. I say either punt (remove it) or fix it.
Don't know if it's been fixed, but hitting rally point on planet list takes ages, that would be nice to fix. Also show the rally points on the planet list. Mostly I'd love to see the govs improved. Example would be to define sets of planets, and each set has a military project, rally point, and focus. ( lot more like GC1) Also the social gov could have priorities. (upgrade/build the factories 1st, ect)
LOL. I tend to think they just didn't revisit the code from GC1, and it generally works out as far as game play. However I also think it would be neat to clean/clear it up. Almost everything else in GC2 became more transparent. It would hopefully only take some rebalancing to get the gameplay right with a more realistic population model. It might also be cool if the different races had very different models, especially the Yor and Thalians. Since the Yor are robots, the
Um trade is horrible on larger maps. PERIOD. (unless something has changed in 1.3) I don't even bother with it anymore, it's far too much work for the little bit of money and diplomatic relations. It definately wasn't play tested on larger maps. (who needs 750 to 1500 a turn in trade when you're making 20k+ a turn ?) For all the effort you'd have been better off just buying stock exchanges, and continued building your warships.) Oh I supose if you don't know how to
Thanks kryo. I didn't realize that control was on a per planet basis. But then you have the other problem of everything else not upgrading as Madjinn pointed out.
Is there any hope of bringing the mp3 player back ? For me it's been sorely missed. Found I can run winamp, and have key macros to skip songs, but it's clumsy. (and eats up the precious memory gc2 loves to gobble up.) What I'd really love to see is three loadable music lists for good, neutral, and evil.
I doubt many folks would have the patience to really do it, but if it could be done easily I think it would be pretty sweet. Especially if you could do it peace-wise, say write just a new version of this or that plug-in. (would limit what you could do, but would make things easier...) Perhaps open it up, have contests and then give out prizes for the best ones. (and then incorparate them into the game.) I would think something like 5 or 10 grand might make it worth while.<br
Everyone pray they're not just another flavor of constructor. Maybe they can deliver constructor modules but not get used up ? That would be nice. (just about obsolete constructors though...)
I've been thinking you should be able to throttle the pop limit, but it's probably not worth the complexity. The problem is that better farms are good for smaller planets, but don't always work out on larger ones combined with the way things "auto" upgrade. Often I tell it not to upgrade the 2 intense farms, but then for some reason it decided to do it anyway. Probably the easier way to go, is to have a "don't upgrade" lock available.